Sudden app crash! x(

I believe the largest size you can load on iPad 1 is 2048x2048.

Beside that, I highly suggest you to utilize s more square image, rather than this long 2560x240 that you currently have, you will save a lot of memory then and also not run into such situation.

Let’s look at a couple of things.  First an image that is 2560x240 will actually be 4096 x 256 x 4 in memory.  So first, the 4096 exceeds the maximum texture size so it gets resized to 2048 on the long side, but the way texture memory rounds up you still end up with a 2048x256x4 block of memory.   Each image that size occupies 2 megabytes of memory.   Not only is the computer spending CPU time downsizing the image, it’s still having to temporarily handle the larger image. 

Which leads to the the next issue.  The hardware in the iPad 1 is really under-powered.  It only has 256M of memory (of which you can realistically expect your app to get to 30-40mb of that before you start having performance issues) and it’s CPU and Graphics processing unit (GPU) are relatively speaking… pokey. 

I would suggest that as others have, that you re-arrange your images to fit into a smaller image if possible.  But look at your total memory foot print and see if you can reduce it somehow.

Sounds like I’ve got some crunching to do!

Thanks,

Nathan.

Hi guys,

I’m having a problem at startup (Exited: Killed: 9) on my iPad 1 - and it’s preceded by a stack of Image size errors:

e.g. WARNING: Image size (2560,240) exceeds max texture dimension (2048). Image will be resized to fit.

This particular file is a spritesheet @2x.

Am I crashing because I exceeded the 2048 limit (9 times!), or am I crashing due to loading too much into memory?

i.e. If I reorganised the spritesheets to be less than 2048 in any one dimension, would I be OK, or do I need to work on reducing the size of the contents?

Thanks,

Nathan.

I believe the largest size you can load on iPad 1 is 2048x2048.

Beside that, I highly suggest you to utilize s more square image, rather than this long 2560x240 that you currently have, you will save a lot of memory then and also not run into such situation.

Let’s look at a couple of things.  First an image that is 2560x240 will actually be 4096 x 256 x 4 in memory.  So first, the 4096 exceeds the maximum texture size so it gets resized to 2048 on the long side, but the way texture memory rounds up you still end up with a 2048x256x4 block of memory.   Each image that size occupies 2 megabytes of memory.   Not only is the computer spending CPU time downsizing the image, it’s still having to temporarily handle the larger image. 

Which leads to the the next issue.  The hardware in the iPad 1 is really under-powered.  It only has 256M of memory (of which you can realistically expect your app to get to 30-40mb of that before you start having performance issues) and it’s CPU and Graphics processing unit (GPU) are relatively speaking… pokey. 

I would suggest that as others have, that you re-arrange your images to fit into a smaller image if possible.  But look at your total memory foot print and see if you can reduce it somehow.

Sounds like I’ve got some crunching to do!

Thanks,

Nathan.